Search found 207 matches

by katyal
Thu Apr 06, 2017 7:08 pm
Forum: Ideas and Requests For Mods
Topic: Locomotive that can drive backwards
Replies: 4
Views: 1819

Re: Locomotive that can drive backwards

Would it be possible to have two locomotives share the same sprite? I know the second loco would still slow the train but I think it would still be interesting.
by katyal
Tue Apr 04, 2017 7:43 pm
Forum: Ideas and Requests For Mods
Topic: Locomotive that can drive backwards
Replies: 4
Views: 1819

Locomotive that can drive backwards

I've search the mod portal to no avail and I'm wondering if anyone has ever made modded up a single locomotive that can drive both ways (ie replacement for doing double header). If it hasn't been done before is it even possible to do with mods? If there is any chance it is possible then I may have j...
by katyal
Sat Mar 18, 2017 5:04 am
Forum: Outdated/Not implemented
Topic: Force a rail signal to be green by circuit control
Replies: 8
Views: 4889

Re: Force a rail signal to be green by circuit control

I have discovered a reason for wanting this to be implemented. Recently NiftyManiac came up with a mod that allows for coupling/decouipling trains when they stop at a station. I've been playing around with his mod attempting to build an automated sorting yard where trains are broken apart and rebuil...
by katyal
Fri Feb 10, 2017 6:48 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51947

Re: Friday Facts #177 - Difficulty settings

The game is designed around mouse and keyboard so any issues you have because you're not using a mouse and keyboard are not real issues that we want to spend any time on. While I do understand about the game being designed around mouse and keyboard and I agree in principal, I think you should consi...
by katyal
Fri Feb 10, 2017 6:41 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51947

Re: Friday Facts #177 - Difficulty settings

Wube communicate very well with all of us here, very transparent developer. Unfortunately that does mean you get to here the bad news along with the good. I hate hate waiting as much as the next person but I'd rather know that 0.15 will be late. The alternative is that february come and goes and eve...
by katyal
Wed Jan 11, 2017 7:04 pm
Forum: Railway Setups
Topic: Railroad Layouts
Replies: 23
Views: 22382

Re: Railroad Layouts

@xenomorph: devs could also subtly alter the sprites for trains and tracks so that the rails resemble the rails of a rollercoaster...then gradient wouldn't matter. Factorio already asks us to suspend disbelief over much less believable things than underground trains.
by katyal
Fri Aug 26, 2016 4:12 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 44859

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Vehicles with equipment grids! oooohhhMAGerd!!!!
by katyal
Fri Jul 08, 2016 6:37 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 25528

Re: Friday facts #146 - The GFX workflow

That pump is clearly going to be for loading the rail tanker car...love the concept art so far, great idea to have it so the pipes visibly extend to connect with the wagon.
by katyal
Thu Jun 23, 2016 6:30 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 61971

Re: Friday Facts #140 - Soon

if you're not a part of this community you will be apart from this community. :D
by katyal
Thu Apr 14, 2016 1:45 pm
Forum: General discussion
Topic: Train stations V vs H
Replies: 45
Views: 15760

Re: Train stations V vs H

That does bring up the interesting point that if loaders are implemented then trains being different sizes H vs V is a non-issue
by katyal
Mon Apr 11, 2016 5:29 pm
Forum: General discussion
Topic: Train stations V vs H
Replies: 45
Views: 15760

Re: Train stations V vs H

I think they should just split the difference and implement both methods....stretch the graphics but use gaps to keep from looking too ridiculous.
by katyal
Wed Mar 30, 2016 7:04 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8061

Re: A simple sensor for keeping belts moving

I use a splitter filter(the arrangement of splitters that filters a belt)....100% output unless the belt backs up...as soon as the belt is backed up 100% of output is directed to storage. Side load back on to main line from storage so that nothing moves until main line isn't backed up
by katyal
Tue Mar 22, 2016 8:58 pm
Forum: General discussion
Topic: Splitting the belt advice.
Replies: 4
Views: 8718

Re: Splitting the belt advice.

Image
Underground belts will only pull from one side when sideloading

gif source: https://wiki.factorio.com/index.php?tit ... /More_uses
by katyal
Thu Mar 10, 2016 11:45 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 54641

Re: Loader Poll - Trying to get an idea of what the opinions are

You know after seeing a mock up I'm convinced.
by katyal
Thu Mar 10, 2016 4:54 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 54641

Re: Loader Poll - Trying to get an idea of what the opinions are

As long as loaders cannot interact with assemblers they are perfectly alright, imho. Oh! Make them require electricity to run! (not as balancing mechanism... 'cause being able to turn them on and off using the power switch would open up so many possibilities).
by katyal
Fri Feb 05, 2016 6:29 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 107850

Re: Friday Facts #124 - Steam Status I

Great news! I wish you all the best with your release to Steam. Can't wait to see what a batch of new players brings to the game.
by katyal
Tue Jan 19, 2016 8:32 pm
Forum: Spread the Word
Topic: Factorio mentioned in MaximumPC's February edition
Replies: 5
Views: 13559

Factorio mentioned in MaximumPC's February edition

Saw factorio mentioned in MaximumPC magazine in Games of 2016
by katyal
Fri Jan 01, 2016 3:30 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 38847

Re: Friday Facts #119 - Happy 2016

Epic build, who made it? Oh and FIRST!
by katyal
Fri Dec 18, 2015 5:35 pm
Forum: General discussion
Topic: my biggest problem with this game
Replies: 6
Views: 17003

Re: my biggest problem with this game

There must be a mod to fix that
by katyal
Tue Dec 15, 2015 7:08 pm
Forum: General discussion
Topic: Come and Guess #2: Stable Version of 0.13
Replies: 78
Views: 38924

Re: Come and Guess #2: Stable Version of 0.13

Oh ye of little faith just think how all of this sounds for the poor developers, everyone just thinking it will take more and more time to fix bugs :lol: . I will say 0.13.2!!! Cause I KNOW the devs CAN!!!

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